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ABSTRACT
Nature can be a source of unlimited inspiration, biomimicry is an innovative
approach to find sustainable solutions to overcome problems and meet human
needs by imitating existing patterns and strategies in nature. The Industrial
Revolution 4.0 brought many changes in human life, changes in lifestyles, ways of
working, ways of learning, and ways of communicating between humans in many
aspects. Most University students make use of technology to find and develop their
ideas especially in creative industries where the OIM (Observe, Imitate, Modify)
practice can be done through the Internet by observing from another researcher's
observation. While biomimicry offers researchers to observe nature and create
technology innovation inspired by nature. Students need to experience and learn
from nature and use technology wisely. This study examines the biomimicry-
inspired works of Product Design undergraduate program students of Podomoro
University Jakarta. The methodology research that we use in this study is a
qualitative participatory method with comparative and correlational studies. The
content of this study is to learn and evaluate the process and result of student's
biomimicry observation into innovative product design. The conclusion can also
be drawn that comparing the different levels of students which is the first year,
second year, and third-year students by using the biomimicry observation approach
will show variated concepts and skills on their work depending on what knowledge
that they have learned from each semester.
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IJCAS Volume 7 No. 1, June 2020 | p-ISSN 2339-191X | e-ISSN 2406-9760
dengan riset ini siswa bisa mendapatkan pengalaman nyata, mereka dapat
termotivasi untuk mempelajari alam dan juga dapat menggunakan teknologi
secara bijaksana. Riset ini bertujuan untuk mengkaji karya-karya yang terinspirasi
biomimikri dari mahasiswa program sarjana jurusan Desain Produk Universitas
Agung Podomoro Jakarta. Metodologi penelitian yang digunakan dalam riset ini
adalah metode kualitatif parsitipatif dengan pendekatan korelatif serta komparatif.
Konten kajian dalam studi ini merupakan evaluasi serta proses pembelajaran
mahasiswa dalam penciptaan desain produk inovatif. Dari hasil riset ini dapat
ditarik kesimpulan bahwa ternyata setelah melakukan perbandingan rancangan
mahasiswa tahun pertama, kedua dan ketiga dengan menggunakan pendekatan
observasi biomimikri maka ditemukan adanya perbedaan hasil serta tingkat
keterampilan pada masing-masing angkatan tergantung dari pengetahuan yang
mereka telah pelajari dan dapatkan di setiap semesternya.
INTRODUCTION
“Man differs from other animals particularly in this, that he is imitative, and
acquires his rudiments of knowledge in this way; besides, the delight in imitation is
universal.” That is a famous quote from Aristotle, and in his article “Poetica” he
explains that human is as always intuitively learning by imitating since they were
born in this world. People learn to survive by imitating various things such as how
to express, eat, walk, move, behave, and various things from their surroundings. By
mimicking, humans pass through the process of exploration, observation, and
experimentation to solve problems and fulfil their needs (data source:
http://classics.mit.edu//Aristotle/poetics.html).
The Industrial Revolution 4.0 brought many changes in human life, changes
in lifestyles, ways of working, ways of learning, and ways of communicating
between humans in many aspects. Technology has been argued as giving a positive
influence on people's way of thinking. Steve Johnson (2005) in his book
“Everything Bad is Good for You”, he stated that technology making people
smarter by obtaining, interpreting, and processing data and information from many
sources (Johnson, S., 2006). Many researchers have observed how technology
giving impacts on our brains and affects the way how we think and perform.
Observation is a very important step for researchers to create reality. An
observer role is to expose the virtual potential of their research objects, for example,
if humans are a machine or computer, so the input of audio and visual information
is needed and then processed through observation and projected in a reality. The
visualized reality can be shown in a variated form such as art, writing, movement,
or even music. The results of observations can also vary depending on the empirical
experience of each observer. Through deep experience, an object that was
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Dina Lestari, Biomimicry Learning as Inspiration...
previously considered insignificant will have its potential explored and become an
internal part based on the observer's empirical experience. There are several ways
of observing, for example by the help of technology or by doing a holistic approach.
Technology will help people collect data and information instantly, while deep
observation by experience needs time and process but everything has its pluses and
minuses.
Prime Minister of India Narendra Modi once said that both learnings from
experience and learning from education are important. It is from education & values
people can determine how they can learn from experience (Prime Minister of India
Narendra Modi speech at the commemoration of teacher's day at the Manekshaw
Auditorium, New Delhi on 5 September 2014).
Experience-based learning was also popularized by David Kolb, a professor
and education expert in the field of experience-based learning. The learning method
that he developed is known as the Experiential Learning Model (ELM). David Kolb
believes that learning is the process by which knowledge is created through the
transformation of experience. Knowledge is produced from the merging of captured
and transformed experiences.
Kolb stated that “Experiential Learning is a learning process, a process of
change that uses experience as a teaching or learning medium that does not only
utilize material sourced from theories in reference books or from instructors” (Kolb,
A. Y., & Kolb, D.A., 2005:194). According to Kolb's Experiential Learning Model,
there are 4 elements of experiential learning which is concrete experience, reflective
observation, abstract conceptualization and active experimentation.
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Co. Design, Solid Smack, Inhabitat, Kick Starter, Core 77, Behance, Design Taxi,
and many more. Existing works or designs are observed and then part of the design
is taken to be imitated and then modified to produce new work or product. This then
becomes common practice, the observation process becomes easier and instant. But
the problem is if designers depend entirely only on technology, in this case, internet,
then it will be a matter of time until they deal with technical and ethical issues of
designing by taking inspiration from the internet only, which is why special skills
are needed in creating personal and original designs.
https://id.pinterest.com/
https://www.fastcompany.co
m/co-design
.
4. Inhabitat
https://inhabitat.com/
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5. Kick Starter
https://www.kickstarter.com/
In the design school, creating design has rules, stages, and processes. And
the process is part of learning so that the prospective designers not only rely on
technology but also hone their exploration and in-depth observation capabilities.
Technology is a tool created by humans to help humans solve problems and meet
human needs.
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Dina Lestari, Biomimicry Learning as Inspiration...
Leonardo was the first inventor of the design of war tanks, he was inspired by the
turtle shell self-defense mechanism. Then by studying the anatomy of the bird's
wings, Leonardo tried to design flying vehicles. Leonardo has created technology
by taking inspiration from nature (Da Vinci's Tank: A War Machine for the Duke
of Milan. Davincilife.com.)
Even though technology has grown and developed, it does not mean that
humans no longer need nature as an inspiration for designing products. Nature
becomes a powerful tool in creating technology. For example, Eiji Nakatsu is the
head of the Shinkansen railroad project who also works as a bird watcher. He
studied the bird's anatomy and behavior to develop shinkansen railroad technology.
Nakatsu designed the front end of the train with a beak model of kingfishers and
penguins, this bird can dive from air to water with a little spark to catch fish. With
this visual form, the train design result is not only reducing the sounds so that it
becomes quieter, but also uses 15% less electricity, even the train is also able to run
10% faster. (Source: https://biomimicry.org accessed May 14, 2019). Shinkansen
trains are only a small example of the application of biomimicry on technology,
there are still many other natural elements that can be used as inspiration to create
and develop other innovative products (Source: christophe.haubursin@vox.com
(Documenter Video).
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RESEARCH METHODS
The method used in this research is a qualitative method with a participatory
approach. Students are involved as the main actors so the impact of experiential
learning can be estimated based on student contributions through the activities they
do. According to Lexy J Moleoung in his writing titled "Qualitative Research
Methods" what is meant by qualitative research is research that seeks to understand
a phenomenon experienced by research subjects and can manifest behavior patterns,
perspectives, motivations, actions, and so on holistically (Moleong, Lexy J, 2005).
The data collection can be done using descriptions and in the form of words and
language. In a particular context that is natural and also utilizes a variety of natural
methods. Based on the opinion of Nazir in Research Methods (2005:58)
comparative research is one of the descriptive studies aimed at finding fundamental
answers about causation, this research was conducted by analyzing the indications
of causation or also the trigger for the emergence of certain phenomena (Nazir,
Moh., 2005).
This research involving design students as a participant, this practice meant
to motivate design students to engage in nature as one of their source of inspiration.
Quoted from DeKay writings in “Systems Thinking as the Basis for Ecological
Design Education”. He mentioned that to educate designers for ecologically and
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Dina Lestari, Biomimicry Learning as Inspiration...
Sample Criteria:
• Sample taken is students of the first batch of product design program in the 5th
semester, the 2nd batch in the 3rd semester and the 3rd batch in the 1st
semester.
• Each batch is taken 2 samples as a comparison.
• The design output for each batch will be compared with another batch.
• Students that taken as the sample is the one that having nature as inspiration in
their design or their products, whether it’s inspired by the nature visuals shapes,
mechanisms or ecosystems.
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Some of these students make product designs based on the research of nature, they
make observations to get inspiration for the products they design, but it turns out
that the output result from each batch is different. The difference is shown in the
outcome of the design they created and it turned out to have influence based on the
background of the provision of knowledge given to them each semester. The
following table is a list of the research results using the biomimicry approach.
Note:
Inspired by the sparrow, the anatomical shape of the bird's body is the inspiration
for the reclining system on the back of the lounge chair. Indications of creation
are still focused on a visual shape on the bird as a source of inspiration, due to
limited knowledge of materials and the production process, the outcome is still
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Dina Lestari, Biomimicry Learning as Inspiration...
limited to a design sketch, whereas for the creation of the prototype it cannot be
done yet.
Student Initial: N.G
Product Visualization: Flower Bowl Design Sketch
Nature Inspiration: Japanese Product Design
Frangipani Flower
Note:
The inspiration that is taken in this design is from the Japanese frangipani flower,
she took the open-close system of the Japanese frangipani flower petals as
inspiration. She designs a silicone bowl that can be opened or closed just like the
mechanism of Japanese frangipani petals. Indications of creation are still focused
on visual innovation as a source of inspiration, due to limited knowledge of
materials and the production process. the outcome is still limited to a design
sketch.
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Note:
The inspiration that is taken in this work is from the water splashes, students in
this semester have received knowledge about material and process in product
making. This student observing the visual character of water by replacing it with
resin material.
Note:
The inspiration that is taken in this work is from the visual shape of clouds,
students in this semester already acquired knowledge about material and process
in product making. This student observing the visual character and the movement
of clouds. He chooses luminous fabric and wire to copy the movement of clouds.
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Dina Lestari, Biomimicry Learning as Inspiration...
Note:
The inspiration that is taken in this work is from the ecosystem of the beach,
the dynamic movements of beach waves and elements of coconut trees which
can be found growing on many beaches were taken partially for his product
inspiration. Students in this semester already acquired knowledge about
designing furniture as well as material and process in product making. After
this student studying nature element and movement on the beach, he designs
a beach chair prototype by using synthetic rattan materials.
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Note:
The inspiration that is taken in this work is from the shell of peanut, students
in this semester already acquired knowledge about designing furniture as
well as material and process in product making. Peanut shell shape
deformation was taken as inspiration to create a rocking sofa by using
synthetic rattan materials.
CONCLUSION
Base In the comparative study above, we see a different outcome and it’s indicated
from different weighting courses that have been given to them each semester. The
more advanced courses they get each semester, the more they could create a better
and tangible design on their products. The following is the list of courses given to
students each semester.
Down below is the list of courses for students from the first semester:
1. Design Presentation
2. Process and Material
3. Introduction to Product Design
4. Science and Technology (Applied Mechanics, Calculus, Physic, and
Technical Math)
5. General Courses such as Religion and Indonesian Language.
6. Special Courses TAEL (Thinking and Acting like Entrepreneurial Leader).
Down below is the list of courses for students from the third semester, they have
taken all the courses above on the first semester and at third semester they learn the
following courses:
1. Digital modelling 1 dan 2.
2. Design Thinking.
3. Research Methods.
4. Design Management
5. Interaction Design.
6. Ergonomics.
7. General Courses (Pancasila dan Citizenship).
8. Special Courses CTPS (Creative Thinking and The Power of Simplicity).
Down below is the list of courses for students from the fifth semester, they have
taken all the courses above in the first and third semesters. On fifth semester they
learn the following courses:
1. Furniture Design
2. Modeling Workshop.
3. Colloquium
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4. Packaging Design
5. Innovation Design
From the list above, we could identify the different outcomes of students' design by
comparing the list of the given courses. The more knowledge they get the better the
quality of the products they produce. Biomimicry learning is quite useful to be
applied to Product Design Innovation. As Gardner says that Biomimicry learning
could encourage students to go out from their comfort zone and so that they can
learn to integrate other scientific disciplines to see how they can draw a common
thread when applied in design projects and technological innovations (Gardner, G.
E. (2012). From this student’s nature-inspired work we could see how nature could
influence the visual form of their product, but to deepen the biomimicry aspect on
innovation, design students need to integrate other scientific disciplines to enrich
and wider their view on getting inspiration from nature. That is why it is necessary
to do a collaborative project with interdisciplinary institutions as an effort to
improve this biomimicry innovation research, and that could be our next project.
REFERENCES
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Aristotle Poetics. Classic MIT.edu. Retrieved 20-1-2019
Baeck, A., Gremett P. (2011). Design thinking: In UX bestpractices – How to
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Bandura, A. (1977). Social Learning Theory. New York: General Learning Press.
Benyus, Janine M. (1997). Biomimicry: Innovation Inspired By Nature. New York:
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Da Vinci's Tank: A War Machine for the Duke of Milan. Davincilife.com.
Retrieved 02-08-2019
DeKay, M. (1996). “Systems thinking as the basis for an ecological design
education”, in Campbell-Howe, R. and B. Wilkins, eds., Proceedings of the
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Asheville, NC, Boulder: ASES.
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